KGEI
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Everything posted by KGEI
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ASET Props Pack. v1.5 (for the modders who create IVA)
KGEI replied to alexustas's topic in KSP1 Mod Development
MOARdV, and Alexustas, thank you both very much for your kind help. I know that what I asked was really annoying, so thank you both very much. I wish you both the best of luck in your future endeavors, -KGEI -
ASET Props Pack. v1.5 (for the modders who create IVA)
KGEI replied to alexustas's topic in KSP1 Mod Development
It says it's for 1.3, does it still work for 1.2.2 though? or was it 1.3.1 that made mods incompatible with older versions... Also, I used this mod way back in 0.90, and 1.0 for the latest version, and both times my FPS crashed down to 25 or so in IVA, I tried replicating this on my mac laptop, and the same thing happened, albeit it went from 35 to 10 fps. Is this mod supposed to be graphically demanding? or is there just some compatibility problems with certain systems? -
ASET Props Pack. v1.5 (for the modders who create IVA)
KGEI replied to alexustas's topic in KSP1 Mod Development
I know you don't want to see this, and it's annoying, so either delete this comment or don't reply if you don't want to see it, but here goes: I tried to update to KSP 1.3, but every time I launched it, my entire computer crashed (something to do with my gfx card) I tried uninstalling and reinstalling but nothing helped, so I've gone to all my old mods to install them to 1.2.2 which is the only version that works. Some mods I haven't been able to find a legacy version for so I leave them alone, but your mod is so absolutely essential to me that I just had to ask you for this. I was wondering if you had a changelog or github release page somewhere that I could download an older version, or if you could PM me (If that exists, haven't been able to log into my account for a while) and coach me through coding so I can set it to an earlier version. (I promise I won't trouble you with error logs or anything if you do indeed decide to help me) or even just help me figure my way around the f=000000x or something like that; labels on random switches. -Thank you very much for whatever you choose to do. -KGEI -
I am having a problem in 1.1.3, (I don't have enough time to look through all the comments to see if someone else asked question) I am using a couple 1.1.2 mods and an extremely out-dated ASET IVA mod, I am having the problem of: only the mk1-2 pod has an iva, any other pods I use (stock or not) don't even show up the crew portraits in the lower corner. I wanted to know if this is from another mod that is outdated, ASET, or RPM itself. any answer is appreciated (even Darude Sandstorm)
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[1.1] AFBW v1.7-beta (Joystick & controller mod)
KGEI replied to nlight's topic in KSP1 Mod Releases
I have actually recently been having a different problem, whenever I unplug the joystick, outside of the game, when I re-enter the game, all the settings are switched to "Not Found" and I have re-install the mod for all the settings to be set back to the settings before the unplug (why does it remember my settings if i re-installed it?) -
[WIN][1.0.X] KSP x64 Total Unfixer [v2.2 04/08/2015]
KGEI replied to jrodriguez's topic in KSP1 Tools and Applications
I downloaded it from github, and used 7zfm as the opener and I get a new window and one of the files in it is 'KSPx64TotalUnfixer.exe' and when I click on it it tells me to update it in the archive so I click 'Yes' and then it opens and immediately closes a new window, so I mouse over extract and click it and tell it to go to the gamedata destination, and then when I go into gamedata, I find a little green icon that says: 'KSPx64TotalUnfixer' but no exe. thinking that that must be all fine and dandy, I open ksp (with my x64 workaround) and launch it. When I test to see if this worked, I still got the nyancat on the loading screen and when I launched a craft KJR didn't have the little thing that says something like 'pausing physics' or something. In conclusion, did the plugin work or did I install it incorrectly? -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
KGEI replied to nlight's topic in KSP1 Mod Releases
THANK YOU so very very much! -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
KGEI replied to nlight's topic in KSP1 Mod Releases
This is an amazing mod, I can finally complete complicated maneuvers smoothly! (thank you so much) great work. Other note: I am using the 'Saikek X52' controller setup, and (I greatly apologize if I missed this in the settings) I was wondering if there is a setting to enable the joystick trigger as the left-click, as I am using this mod in tandem with BD armory and I want to be able to have dogfights without having to switch to the mouse every time I want to shoot something. Is this possible or am I sounding like Old-man-using-iphone right now? -
Thank you bunch so very much, I don't even plan on sending a crash report because I too have had this experience when creating mods in a different game, *create mod* *someone downloads for an incompatible version* *crash report with the only description: FIX THS DERP PLZ* *countless hours fixing* *everyone else using the CORRECT version: AGHS Y HAZ U ABANDUN UZ* My thoughts: "I don't have a bucket list, but I have something very similar in mind and this just made it on" (Also I realize that 64bit is not the way to go but I use many mods so I have no other choice)
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Hey, (I am a complete noobie to this) I am using the 64bit hack, and FAR and KJR were disabling themselves, they never did so when I clicked "Run in 64 bit" in the pre-game launch screen and ran it (crashed soon though) and so now I am wondering if there is a way to disable the "disable in 64bit" part of the code in FAR & KJR, -KGEI
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KGEI replied to ferram4's topic in KSP1 Mod Releases
Thank you very much blowfish (really like your work on B9 by-the-way), I use 30+ mods on average so the 64bit hack is sort of necessary, On a different note to ferram4: (back on 32bit) I would install FAR, B9, and Modular flight integrator, and whenever any of my craft (air & space) entered the atmosphere there would be absolutely no body drag (as if only the wings had drag) and I would end up using the landing gear as airbrakes or crash into the ocean going 2.5 km/s and accelerating. Is this a glitch in FAR? or am I doing something wrong? ( I deeply apologize if this has already been asked, none of the above comments make sense to me)- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KGEI replied to ferram4's topic in KSP1 Mod Releases
Hey Ferram4, I am using the 64bit workaround (makes the game more stable on 64bit than on 32bit) and FAR is disabling itself, would you mind going to the trouble of making a separate download that works on 64bit? (I NEED B9 AND I NEED IT NOW) I, and many 64bit workaround-ers (I think) would like to use FAR on stable 64bit.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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